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Messages - hazze

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41
RPGWO 2 / Re: New world interest check
« on: February 21, 2015, 10:49:01 pm »
Here is thought:

Damage magic is normal for general use, but it's possible to acquire individual runes that let you cast the highest-level magic spell (can't be made, only acquired) through a quest. However, these only let you get 1-2 spell casts out of them, so you have to use them wisely.

42
RPGWO 2 / Re: New world interest check
« on: February 20, 2015, 09:07:17 pm »
Quote
nerfing equipped bonus means you have the max bonus from 1 item.  a +40 ring isn't hard to make, so a fighter would benefit more from that since they can have max bonus on weapon and defenses.  crafters on the other hand only use 1 skill at a time and switch between sets of jewelry between crafts.  150 is high, but 40 is really low!  somewhere around 100 is usually best(I'd say 80 at the absolute lowest).


Someone with almost zero str/dex can immediately smith iron+ and stuff with +80. Using the default server v2 files as a reference, +80-100 will allow immediate crafting of the next tier effectively in just about every skill, which is what's trying to be prevented.

The intent was also to reduce each jewel's random roll, so that a single jewel will eventually cap out at the cap, so an average equip laodout would look in +x def1, +x def2, +x mainfightskill instead of 3-4 +x def1 or 3-4 +x craftskill. This would also possibly do something like having quest jewels be at the cap, but unable to restore the usability. (no recharging the use % or repairing it).

Also for potions: use potion on potion to get larger potion (sm+sm=med), and for huge, large+lrage=huge, mana+sm = large?

43
RPGWO 2 / Re: New world interest check
« on: February 20, 2015, 01:38:20 pm »
Question's and thing's
• Start NPCs with 0 gold (theoretically the only gold they will have on hand is money that other players have spent, correct?) or don't give them buyback capabilities if it's possible
• Think about possibly making some skills cost more, or reducing starting skill points. This one needs some thought because the intent is to prevent a single person from getting too many skills to start off, but can accidentally fck over others
• Reducing buff magic (like +int, +str etc) amounts
• Reducing bonuses from items, capping somewhere around 30-40 or so? Reduce individual jewelry bonuses per item or set the cap somewhere that every item you have should be giving a different bonus to a different skill?
• Possibly advertise outside of these forums and see if new users would be interested?
• Modify experience for crafting usages to be increased? ["1: fighters level way faster than crafters"]
• What are your thoughts on reworking standard potions in a different way: higher tier potions increase the time duration of the buff as opposed to giving more skill, allowing you to carry less weight/items around? The intent is to reduce outside bonuses.

Rules
• What rules should be implemented?
• Should chat be moderated heavily or at all?

Events
• How should events or other "just for fun" things be run? Automated scripts? Manually run by admins?

Quests
• What kind of combat level should quests be made up to at launch? Assuming normal, average gameplay, what defence/attack/level do players normally reach by week 1, week 2, week 3?
• Is there a way to limit quest completions, for example rejecting further hand-ins for things like unique items? [3 *2 "crafter supply quest ideas"]
• Would you be interested in random optional side quests? For example a locked door somewhere that requires a key from a previous (or even further back) quest, or a gift for helping out a NPC that you don't know beforehand or...
• Randomly generated maps? Maybe some mazelike quests or dark dungeons could be different paths, different boss/reward locations every day

44
RPGWO 2 / Re: New world interest check
« on: February 19, 2015, 09:50:57 pm »
Comedy thought: deny player deletion and force people to stay on one single character, how they start it is up to them.


There were some complaints raised in the poll comments about "too fast" progression, namely things like stacking potions and magic is too powerful or self-accelerating once you start being able to improve yourself, to improve yourself further.

Considering reducing magic buff +'s and rebalancing skillpoints to require people to be slightly more choosy instead of taking as many skills as possible too.

Can you explain what you mean by robbing NPCs?

45
RPGWO 2 / Re: New world interest check
« on: February 19, 2015, 01:19:02 pm »
Based on responses so far, tentative plans are:

● Non PK, half of world is forced PK, in addition to switching between PK/NPK, starting town is forced NPK, other towns will not be
● No multiple characters
● No tutorial island, but: spawn in a small non-town with attached practice area and some signs that tell you how to do basics, with immediate opt-out warp

● One vote for accelerated reset monthly world, majority is long term, so long term it is
● No permadeath, no stealing (both are majority no)
● Launch will probably be on a Friday evening, CST/EST US time zone
-
● Low level quests made first, high level quests come later
● Only one vote for empty world, majority is "A few quests and at least one town, but reuse some old maps"
● 0!!! votes on "default v2 blacksmithing", why is/was it default if no one likes it anyway? All comments say they don't want moulds.

-

One of the comments was
Quote
since the population of servers is usually gone within a couple weeks it can help to have multiple chars on main to make equipment it would take some away from people who only to traders but they would be the first ones to be able to make high level equipment
for "allow multiple characters per player".

What are your thoughts on starting with 1, and if the player base drops later on, add additional character slots or make it an acquireable bonus in game for some complex quest or otherwise?

46
RPGWO 2 / Re: New world interest check
« on: February 18, 2015, 05:10:55 pm »
I'd appreciate if anyone reading this could fill out a short poll; all multiple choice and shouldnot take more than a minute. Thanks.

Click here.

47
RPGWO 2 / Re: New world interest check
« on: February 18, 2015, 10:39:05 am »
Quote
If you're going to make a world, take it seriously. Don't add in any crazy wolf like double XP gain or weapon spawns with trapped behemoths or something like that. Stick to the tried-and-true methods you've seen that make a world successful.

I was thinking possibly something like "accelerated XP gain + entire world is PK + all skills are free + reset the world once a month and post leaderboards of highest levels" for something like that, not "here pick up your cooking knife at the door"

I don't want to step on any toes if someone else is already planning on starting a new world soon. I've read some of the other posts and I should probably point out right now that donations, paying for items, etc., will not be a thing for this world, ever.

BTW - does anyone have old files, images, inis I can base off of or take pieces from? Client-side files (.dat) work too.

48
RPGWO 2 / New world interest check
« on: February 17, 2015, 11:39:48 pm »
Hi. I have some proposal. If there's no one planning to launch something in immediate future, and based on some post recently about the only one online world and it's quality of life, would anyone be interested in a reasonably-sized world with some normal or changed mechanics?

For example, some extremely boosted high-XP-gain PK small-size temporary server, or just a normal server? Some new art? Actually re-rolling plants and runes so there's something slightly new at least?


49
RPGWO 2 / Unofficial server list/updater (selfservice, automated)
« on: February 16, 2015, 01:15:24 pm »
Add a server here..

Replace existing autoupdater.exe with attached. There are no changes other than the update paths.


--
Thanks to http://rpgwoforums.net/index.php?action=downloads;sa=view;down=1

50
RPGWO 2 / Re: Rebirth V2
« on: February 16, 2015, 09:06:30 am »
thanks, i'll take a look

51
RPGWO 2 / Re: Rebirth V2
« on: February 16, 2015, 08:42:51 am »
Make own updater then?

52
RPGWO 2 / Re: Can anyone help me?
« on: January 26, 2015, 08:24:49 pm »
Client.exe, Client2.exe, connect.ini for serveur current


edit: forum allows max 1 MB attache. https://www.dropbox.com/s/hsljpqpknz28sw0/Client2.zip?dl=1

53
Announcements / Re: indieDB.com
« on: November 06, 2014, 09:37:23 pm »
Is there an expected open date for this ?

54
Announcements / Re: indieDB.com
« on: October 19, 2014, 08:53:18 pm »
Thank you sir! Now I have a 24/7 host up and running with a server!

If you need any help with AWS feel free to ask, I also help out on the AWS forums a fair bit (not quite ace/expert status yet though)

Please remember that EC2 is meant for compute. If you restart, you may lose all disk contents. If you restart, you may have a new external IP. You need to properly configure elastic IPs and block storage, don't lose all of your progress with one reboot.

55
Announcements / Re: indieDB.com
« on: October 11, 2014, 01:09:47 pm »
I'm attempting to set up a 24/7 pk server, but right now it's just finding a host. I do have an idea with using the amazon servers as one, but I can't figure out the port forwarding on it

Console > Security Groups > Select your security group (might be 'default')

Edit inbound rules
Type: Custom TCP
Protocol: TCP
Port Range: (whatever port you set it for, like 4000)
Source: Anywhere 0.0.0.0/0

Save

56
RPGWO 2 / Re: Rebirth V2
« on: September 07, 2014, 12:23:25 am »
You can look in http://opengameart.org/ for free to use, properly licenced sprite, for make new.

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